A downloadable asset pack

Buy Now$4.00 USD or more

The Monster Personality Plugin brings intelligent, mood-driven behavior to enemies in RPG Maker MZ. Inspired by the Dragon Warrior Monsters series, each enemy can be assigned a variable-driven “mood” or personality — affecting how it behaves in combat, which skills it uses, stat boosts, bonus drops, and how it's displayed in battle.

This plugin gives your monsters personality — literally — and makes battles feel deeper, smarter, and more reactive.

✨ Features

  • 🔁 Variable-Based Mood System
    Assign an RPG Maker variable to each enemy to represent its current mood or personality.

  • 🧠 Mood-Driven Combat AI
    Control which skills an enemy can use based on its current mood.

  • 💪 Stat Boosts per Mood
    Optionally boost stats (ATK, DEF, AGI, etc.) when a mood is active.

  • 🎁 Bonus Drops
    Give additional drop items based on mood state — great for rare or hidden content.

  • 🎨 Mood Display in Battle
    Enemy names are dynamically appended with mood labels (e.g., Goblin A [Angry]), using custom text colors.

  • 🎛️ Easy Configuration via Plugin Parameters
    Define enemies, moods, skill lists, stat boosts, and display labels all through intuitive plugin settings.

🛠️ How to Use

  1. Install the Plugin

    • Add the .js plugin file to your js/plugins folder.

    • Enable it in the Plugin Manager.

  2. Setup Enemies and Moods

    • For each enemy, define:

      • Enemy ID

      • Tied Variable ID — used to determine the enemy’s mood.

    • Define each Mood:

      • Mood ID – the value stored in the tied variable.

      • Mood Name – what will appear in battle (e.g., “Angry”).

      • Mood Color – choose a color from RPG Maker's text color palette.

      • Allowed Skills – skills the enemy can use when in this mood.

      • Drop Item – optional bonus drop.

      • Stat Boosts – optional flat bonuses to stats.

  3. Change Mood In-Game

    • Use regular event commands to change a variable tied to the enemy (e.g., Control Variables: GoblinMood = 1).

  4. Watch It Work!

    • During battle, the enemy will:

      • Only use skills allowed by its current mood.

      • Gain any stat boosts.

      • Appear in the target list as: Enemy Name [Mood], with the correct color.

      • Drop extra loot if defined.


Setting these up would be from this part of the plugin parameter:


📌 Notes

  • You can change an enemy's mood during battle using common events that modify the tied variable.

  • Enemy name display only shows the mood in the target selection window (not in death messages, logs, etc.).

  • Mood-based skills are assigned dynamically — enemies don’t need them defined in their database Action Patterns.


Purchase

Buy Now$4.00 USD or more

In order to download this asset pack you must purchase it at or above the minimum price of $4 USD. You will get access to the following files:

Mintyy_MonsterPersonality.zip 3.2 kB